Setting Up Smoke Domain Material in Cycles
To convert a BI fire simulation volume shader to cycles, you don't need to change the simulation itself (domain physics settings). Just change the engine from BI to Cycles. Then Change the domain material to nodes, using the same color ramp (position, hue, saturation, value, alpha) for color. I doubled the emission (5 in BI, 10 in cycles). Don't forget to convert the light to nodes (there is a point light that has an effect on smoke)


This is the fire+smoke cycles material, with some tweaks (frame 81).

The B&amp;W flame color ramp uses the alpha from color as value.
The "density" is used for smoke density (voxel data) and "flame" for fire density.
The color attribute is not used here (white volume shaders) because the simulation uses only 1 smoke color. This attribute controls the smoke color and is useful when you have 2 or more smoke emitters with different color to get the color mix in the simulation.


Here is the .blend file :